Windows gaming really needs to stop.
Windows gaming really needs to stop.
The linux kernel one is very stable, but the libs ones isn't.
As soon as the dev ensure and cooperates with wine/proton to make it work nicely, i'm game.
Needing those old libs in linux is rather cumbersome, if at all possible. So having wine doing the translation layer is a really good thing. As it frees the devs to be able to focus on 1 plateform.
I also noted that the switch enabled a lot of linux native ports. That's also a nice side effect.
TBF, that's also true when compared to Windows. The only actually stable ABI in all major OS's are Linux Win32 via Wine.
> (because glibc is forwards compatible, but not backwards compatible).
I've lost count of times I've had "portable" binaries not work because I'm using a newer version of glibc and the binary was compiled for Ubuntu/Debian.
The only "standardised" way of making native Linux apps portable and "work for life" is to use the thing that worked in the server space, containers, Flatpak being the vendor-neutral and more widely supported for desktop apps.
Outside of graphic and input, game engines make use of very few native APIs compared to applications as they're made to be portable with consoles.
I actually will often get better performance doing it this way; Jupiter Hell, for example, has a native Linux port, but I almost exclusively play the Windows version on Linux. I'm not entirely sure why this is, maybe performance issues with OpenGL compared to the D3D->Vulkan pipeline.
Linux has so much fragmentation between distros and the like, the Windows API is ironically one of the easiest ways to get stuff working consistently on Linux. If you're playing games on NixOS, for example, you have to do extra work to get Linux versions working a lot of the time because NixOS kind of breaks dynamic-linking by default. If you play the windows versions on NixOS, it's often as easy as `wine myGame.exe`.